IS THERE A WAY TO MAKE LEVELS DISAPPEAR IN VX ACE?
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I was wondering if I could do some simple editing to the scripting to make levels disappear in my game. No number for levels, no experience to next, none of that. Would this be something simple to do? I really haven't done near anything concerning scripts, and I don't wanna mess with stuff and somehow mess it up.
class Window_Base < Window def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, x, y) #~ draw_actor_level(actor, x, y + line_height * 1) draw_actor_icons(actor, x, y + line_height * 2) draw_actor_class(actor, x + 120, y) draw_actor_hp(actor, x + 120, y + line_height * 1) draw_actor_mp(actor, x + 120, y + line_height * 2) end end # Window_Base class Window_Status < Window_Selectable def draw_block2(y) draw_actor_face(@actor, 8, y) draw_basic_info(136, y) #~ draw_exp_info(304, y) end end # Window_Status module BattleManager def self.process_victory play_battle_end_me replay_bgm_and_bgs $game_message.add(sprintf(Vocab::Victory, $game_party.name)) #~ display_exp gain_gold gain_drop_items #~ gain_exp SceneManager.return battle_end(0) return true end end # BattleManager
Put this at the top of your added scripts on its own page. This should make all experience/level-related stuff disappear. If you don't know how to install a script, check here: http://www.rpgmakervxace.net/topic/3275-how-to-add-a-new-script/
I HAVE NOT TESTED IT, so come back and yell at me if it doesn't work properly. It should in theory, though. If you have any scripts under it that affect battle victory or the status menu, you'll need to link me to them so that I can make an edit.
author=CrazeI'll have to give this a shot. Thank you very much for your time and help. I'll tell you how it turns out.Put this at the top of your added scripts on its own page. This should make all experience/level-related stuff disappear. If you don't know how to install a script, check here: http://www.rpgmakervxace.net/topic/3275-how-to-add-a-new-script/class Window_Base < Window def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, x, y) #~ draw_actor_level(actor, x, y + line_height * 1) draw_actor_icons(actor, x, y + line_height * 2) draw_actor_class(actor, x + 120, y) draw_actor_hp(actor, x + 120, y + line_height * 1) draw_actor_mp(actor, x + 120, y + line_height * 2) end end # Window_Base class Window_Status < Window_Selectable def draw_block2(y) draw_actor_face(@actor, 8, y) draw_basic_info(136, y) #~ draw_exp_info(304, y) end end # Window_Status module BattleManager def self.process_victory play_battle_end_me replay_bgm_and_bgs $game_message.add(sprintf(Vocab::Victory, $game_party.name)) #~ display_exp gain_gold gain_drop_items #~ gain_exp SceneManager.return battle_end(0) return true end end # BattleManager
I HAVE NOT TESTED IT, so come back and yell at me if it doesn't work properly. It should in theory, though. If you have any scripts under it that affect battle victory or the status menu, you'll need to link me to them so that I can make an edit.
author=CrazeFrom what I saw, it does indeed do the job of removing the experience related stuff. Level was gone too, except when I opened the status menu (which really may not be a big deal anyway, because I was considering just making that into "Age" instead of level to begin with). However, one problem would be that the classes also seem to be missing. I do intend to use classes still.Put this at the top of your added scripts on its own page. This should make all experience/level-related stuff disappear. If you don't know how to install a script, check here: http://www.rpgmakervxace.net/topic/3275-how-to-add-a-new-script/class Window_Base < Window def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, x, y) #~ draw_actor_level(actor, x, y + line_height * 1) draw_actor_icons(actor, x, y + line_height * 2) draw_actor_class(actor, x + 120, y) draw_actor_hp(actor, x + 120, y + line_height * 1) draw_actor_mp(actor, x + 120, y + line_height * 2) end end # Window_Base class Window_Status < Window_Selectable def draw_block2(y) draw_actor_face(@actor, 8, y) draw_basic_info(136, y) #~ draw_exp_info(304, y) end end # Window_Status module BattleManager def self.process_victory play_battle_end_me replay_bgm_and_bgs $game_message.add(sprintf(Vocab::Victory, $game_party.name)) #~ display_exp gain_gold gain_drop_items #~ gain_exp SceneManager.return battle_end(0) return true end end # BattleManager
I HAVE NOT TESTED IT, so come back and yell at me if it doesn't work properly. It should in theory, though. If you have any scripts under it that affect battle victory or the status menu, you'll need to link me to them so that I can make an edit.
1) Classes are missing from which window?
2) Are you using any scripts that modify the status screen?
2) Are you using any scripts that modify the status screen?
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